Hashtables not working?

squorpion

New Member
Reaction score
12
anyone know why none of the hashtables here arnt working?

Trigger:
  • Darkness
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Darkness
    • Actions
      • Set Darkness_point = (Position of (Triggering unit))
      • Unit - Pause (Triggering unit)
      • Unit - Make (Triggering unit) Invulnerable
      • Hashtable - Create a hashtable
      • Special Effect - Create a special effect at Darkness_point using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • For each (Integer A) from 1 to 30, do (Actions)
        • Loop - Actions
          • Set Darkness_Nova_end = (Darkness_point offset by 50.00 towards (10.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Darkness Dummy for (Triggering player) at Darkness_point facing Default building facing degrees
          • Unit - Add Carrion Swarm to (Last created unit)
          • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm Darkness_Nova_end
      • Wait 0.05 seconds
      • Unit Group - Pick every unit in (Units owned by (Triggering player) of type Darkness Dummy) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Wait 1.00 seconds
      • Special Effect - Create a special effect at Darkness_point using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • For each (Integer A) from 1 to 30, do (Actions)
        • Loop - Actions
          • Set Darkness_Nova_end = (Darkness_point offset by 50.00 towards (10.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Darkness Dummy for (Triggering player) at Darkness_point facing Default building facing degrees
          • Unit - Add Carrion Swarm to (Last created unit)
          • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm Darkness_Nova_end
      • Wait 0.05 seconds
      • Unit Group - Pick every unit in (Units owned by (Triggering player) of type Darkness Dummy) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Wait 1.00 seconds
      • Special Effect - Create a special effect at Darkness_point using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • For each (Integer A) from 1 to 30, do (Actions)
        • Loop - Actions
          • Set Darkness_Nova_end = (Darkness_point offset by 50.00 towards (10.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Darkness Dummy for (Triggering player) at Darkness_point facing Default building facing degrees
          • Unit - Add Carrion Swarm to (Last created unit)
          • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm Darkness_Nova_end
      • Wait 0.05 seconds
      • Unit Group - Pick every unit in (Units owned by (Triggering player) of type Darkness Dummy) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Wait 1.00 seconds
      • Special Effect - Create a special effect at Darkness_point using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • For each (Integer A) from 1 to 30, do (Actions)
        • Loop - Actions
          • Set Darkness_Nova_end = (Darkness_point offset by 50.00 towards (10.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Darkness Dummy for (Triggering player) at Darkness_point facing Default building facing degrees
          • Unit - Add Carrion Swarm to (Last created unit)
          • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm Darkness_Nova_end
      • Wait 0.05 seconds
      • Unit Group - Pick every unit in (Units owned by (Triggering player) of type Darkness Dummy) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Wait 1.00 seconds
      • Set Lightning_hash = Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (0.00, 300.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 1 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (0.00, 30.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 1 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (300.00, 0.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 2 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (30.00, 0.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 2 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (0.00, -300.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 3 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (0.00, -30.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 3 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (-300.00, 0.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 4 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (-30.00, 0.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 4 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (225.00, 225.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 5 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (25.00, 25.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 5 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (-225.00, -225.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 6 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (-25.00, -25.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 6 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (-225.00, 225.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 7 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (-25.00, 25.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 7 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (225.00, -225.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 8 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (25.00, -25.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 8 of 8 in Lightning_hash
      • Wait 3.00 seconds
      • Lightning - Destroy (Load 1 of 8 in Lightning_hash)
      • Lightning - Destroy (Load 2 of 8 in Lightning_hash)
      • Lightning - Destroy (Load 3 of 8 in Lightning_hash)
      • Lightning - Destroy (Load 4 of 8 in Lightning_hash)
      • Lightning - Destroy (Load 5 of 8 in Lightning_hash)
      • Lightning - Destroy (Load 6 of 8 in Lightning_hash)
      • Lightning - Destroy (Load 7 of 8 in Lightning_hash)
      • Lightning - Destroy (Load 8 of 8 in Lightning_hash)
      • Special Effect - Create a special effect at Darkness_point using Abilities\Spells\Orc\Voodoo\VoodooAura.mdl
      • Special Effect - Create a special effect at (Load 1 of 8 in Dummy_position_hash) using Abilities\Spells\Orc\Voodoo\VoodooAuraTarget.mdl
      • Special Effect - Create a special effect at (Load 2 of 8 in Dummy_position_hash) using Abilities\Spells\Orc\Voodoo\VoodooAuraTarget.mdl
      • Special Effect - Create a special effect at (Load 3 of 8 in Dummy_position_hash) using Abilities\Spells\Orc\Voodoo\VoodooAuraTarget.mdl
      • Special Effect - Create a special effect at (Load 4 of 8 in Dummy_position_hash) using Abilities\Spells\Orc\Voodoo\VoodooAuraTarget.mdl
      • Special Effect - Create a special effect at (Load 5 of 8 in Dummy_position_hash) using Abilities\Spells\Orc\Voodoo\VoodooAuraTarget.mdl
      • Special Effect - Create a special effect at (Load 6 of 8 in Dummy_position_hash) using Abilities\Spells\Orc\Voodoo\VoodooAuraTarget.mdl
      • Special Effect - Create a special effect at (Load 7 of 8 in Dummy_position_hash) using Abilities\Spells\Orc\Voodoo\VoodooAuraTarget.mdl
      • Special Effect - Create a special effect at (Load 8 of 8 in Dummy_position_hash) using Abilities\Spells\Orc\Voodoo\VoodooAuraTarget.mdl
      • Environment - Create a 3.00 second Temporary crater deformation at Darkness_point with radius 500.00 and depth 200.00
      • Wait 2.00 seconds
      • Environment - Create a 2.00 second Depression ripple deformation at Darkness_point with starting radius 1024.00, ending radius 1024.00, and depth 200.00, using 0.50 second ripples spaced 512.00 apart
      • Environment - Create Blight for (Owner of (Triggering unit)) from Darkness_point to a radius of 100.00
      • Wait 0.25 seconds
      • Environment - Create Blight for (Owner of (Triggering unit)) from Darkness_point to a radius of 200.00
      • Wait 0.25 seconds
      • Environment - Create Blight for (Owner of (Triggering unit)) from Darkness_point to a radius of 300.00
      • Wait 0.25 seconds
      • Environment - Create Blight for (Owner of (Triggering unit)) from Darkness_point to a radius of 400.00
      • Wait 0.25 seconds
      • Environment - Create Blight for (Owner of (Triggering unit)) from Darkness_point to a radius of 500.00
      • Wait 1.00 seconds
      • Unit Group - Pick every unit in (Units owned by (Triggering player) of type Darkness Dummy) and do (Actions)
        • Loop - Actions
          • Hashtable - Create a hashtable
          • Special Effect - Create a special effect at Dummy_positions[(0 + 1)] using Abilities\Spells\NightElf\Taunt\TauntCaster.mdl
          • Unit - Kill (Picked unit)
      • Wait 1.00 seconds
      • Game - Set the time of day to 24.00
      • Unit Group - Pick every unit in (Units within 500.00 of (Position of (Triggering unit))) and do (Actions)
        • Loop - Actions
 

Baltazhar

Active Member
Reaction score
55
You should really stop editing your posts deleting text, instead make a new reply. That way you keep the history which could help other people in the same situation.

And why make a new thread? Makes no sense at all, that's just spamming.

Have you read my previous answer from the last post you made? I'll repost it below. Comment this answer and I'll see if I can be of any further help.

Here it goes:

Could you please wrap that in
Trigger:
  • tags instead?
    • Much easier to read through then <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />
    • EDIT:
    • I can&#039;t see anything wrong with the way you create the special effects on the Dummy_Position[x].
    • What I would do at this point is the change the special effect to e.g. &quot;Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl&quot;, just to see if it&#039;s the animation itself that has some strange conditions, or if it&#039;s the trigger that&#039;s faulty. Troubleshooting is always good in such situations.
    • Other pointers to the trigger:
    • After creating the hash, set the variable right after and use that as the reference throughout the trigger. Otherwise other triggers with hash tables will ruin this one completely. When using &quot;Wait&quot; in a trigger, never refer to anything by &quot;Last Created/Triggering Unit/Triggering Player&quot; etc.
    • You have some point leaks too. When using Point with Offset you have to use a variable for the Point itself AND the offset, and nuke both when done.
    • To make things easier, optimise with functions. For instance the lines with
    • <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code"><div class="bbCodeBlock-title">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3_2">
    • <li class="lasttree"><span class="specialeffect">Special Effect - Create a special effect at Dummy_positions[1] using Abilities\Spells\Orc\Voodoo\VoodooAuraTarget.mdl</span></li>
    • </ul>
    • </div></div>
    • could be in a &quot;For Integer A from 1 to 8 do...&quot;.
Trigger:
 

squorpion

New Member
Reaction score
12
oh sry. its just that i changed the trigger some.

i optimized the trigger some but the hash's still dont work.

Trigger:
  • Darkness
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Darkness
    • Actions
      • Set Darkness_point = (Position of (Triggering unit))
      • Unit - Pause (Triggering unit)
      • Unit - Make (Triggering unit) Invulnerable
      • Hashtable - Create a hashtable
      • Special Effect - Create a special effect at Darkness_point using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • For each (Integer A) from 1 to 30, do (Actions)
        • Loop - Actions
          • Set Darkness_Nova_end = (Darkness_point offset by 50.00 towards (10.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Darkness Dummy for (Triggering player) at Darkness_point facing Default building facing degrees
          • Unit - Add Carrion Swarm to (Last created unit)
          • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm Darkness_Nova_end
      • Unit Group - Pick every unit in (Units within 500.00 of Darkness_point matching (((Picked unit) belongs to an enemy of Player 1 (Red)) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Pause (Picked unit)
      • Wait 0.03 seconds
      • Unit Group - Pick every unit in (Units owned by (Triggering player) of type Darkness Dummy) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Wait 1.00 seconds
      • Special Effect - Create a special effect at Darkness_point using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • For each (Integer A) from 1 to 30, do (Actions)
        • Loop - Actions
          • Set Darkness_Nova_end = (Darkness_point offset by 50.00 towards (10.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Darkness Dummy for (Triggering player) at Darkness_point facing Default building facing degrees
          • Unit - Add Carrion Swarm to (Last created unit)
          • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm Darkness_Nova_end
      • Wait 0.05 seconds
      • Unit Group - Pick every unit in (Units owned by (Triggering player) of type Darkness Dummy) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Wait 1.00 seconds
      • Special Effect - Create a special effect at Darkness_point using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • For each (Integer A) from 1 to 30, do (Actions)
        • Loop - Actions
          • Set Darkness_Nova_end = (Darkness_point offset by 50.00 towards (10.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Darkness Dummy for (Triggering player) at Darkness_point facing Default building facing degrees
          • Unit - Add Carrion Swarm to (Last created unit)
          • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm Darkness_Nova_end
      • Wait 0.05 seconds
      • Unit Group - Pick every unit in (Units owned by (Triggering player) of type Darkness Dummy) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Wait 1.00 seconds
      • Special Effect - Create a special effect at Darkness_point using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • For each (Integer A) from 1 to 30, do (Actions)
        • Loop - Actions
          • Set Darkness_Nova_end = (Darkness_point offset by 50.00 towards (10.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Darkness Dummy for (Triggering player) at Darkness_point facing Default building facing degrees
          • Unit - Add Carrion Swarm to (Last created unit)
          • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm Darkness_Nova_end
      • Wait 0.05 seconds
      • Unit Group - Pick every unit in (Units owned by (Triggering player) of type Darkness Dummy) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Wait 1.00 seconds
      • Set Lightning_hash = Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (0.00, 300.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 1 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (0.00, 30.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 1 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (300.00, 0.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 2 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (30.00, 0.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 2 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (0.00, -300.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 3 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (0.00, -30.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 3 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (-300.00, 0.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 4 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (-30.00, 0.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 4 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (225.00, 225.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 5 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (25.00, 25.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 5 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (-225.00, -225.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 6 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (-25.00, -25.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 6 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (-225.00, 225.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 7 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (-25.00, 25.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 7 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (225.00, -225.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 8 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (25.00, -25.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 8 of 8 in Lightning_hash
      • Wait 3.00 seconds
      • For each (Integer A) from 1 to 8, do (Actions)
        • Loop - Actions
          • Lightning - Destroy (Load 1 of 8 in Lightning_hash)
      • Special Effect - Create a special effect at Darkness_point using Abilities\Spells\Orc\Voodoo\VoodooAura.mdl
      • For each (Integer A) from 1 to 8, do (Actions)
        • Loop - Actions
          • Special Effect - Create a special effect at (Load 1 of 8 in Dummy_position_hash) using Abilities\Spells\Orc\Voodoo\VoodooAuraTarget.mdl
      • Environment - Create a 3.00 second Temporary crater deformation at Darkness_point with radius 500.00 and depth 200.00
      • Wait 2.00 seconds
      • Environment - Create a 2.00 second Depression ripple deformation at Darkness_point with starting radius 1024.00, ending radius 1024.00, and depth 200.00, using 0.50 second ripples spaced 512.00 apart
      • Environment - Create Blight for (Owner of (Triggering unit)) from Darkness_point to a radius of 100.00
      • Wait 0.25 seconds
      • Environment - Create Blight for (Owner of (Triggering unit)) from Darkness_point to a radius of 200.00
      • Wait 0.25 seconds
      • Environment - Create Blight for (Owner of (Triggering unit)) from Darkness_point to a radius of 300.00
      • Wait 0.25 seconds
      • Environment - Create Blight for (Owner of (Triggering unit)) from Darkness_point to a radius of 400.00
      • Wait 0.25 seconds
      • Environment - Create Blight for (Owner of (Triggering unit)) from Darkness_point to a radius of 500.00
      • Wait 1.00 seconds
      • Unit Group - Pick every unit in (Units owned by (Triggering player) of type Darkness Dummy) and do (Actions)
        • Loop - Actions
          • Hashtable - Create a hashtable
          • Special Effect - Create a special effect at Dummy_positions[(0 + 1)] using Abilities\Spells\NightElf\Taunt\TauntCaster.mdl
          • Unit - Kill (Picked unit)
      • Wait 1.00 seconds
      • Game - Set the time of day to 24.00
      • Unit Group - Pick every unit in (Units within 500.00 of (Position of (Triggering unit))) and do (Actions)
        • Loop - Actions


oh and i know that it leaks im ganna fix it once the trigger is complete,
 

Baltazhar

Active Member
Reaction score
55
You have set your hashtable variables completely wrong.

Uhm, let's see.

In the start of the trigger do this:
Trigger:
  • Actions
    • Hashtable - Create a hashtable
    • Set Lightning_hash = (Last created hashtable)
    • Hashtable - Create a hashtable
    • Set Dummy_position_hash = (Last created hashtable)

Be sure that you have both variables for this.

This line:
Trigger:
  • Set Lightning_hash = Lightning_hash

Is useless, delete it. It's like saying "1 = 1".

That should help a bit.
 

squorpion

New Member
Reaction score
12
hm i did't do this

Trigger:
  • Actions
    • Set Darkness_point = (Position of (Triggering unit))
    • Hashtable - Create a hashtable
    • Set Lightning_hash = (Last created hashtable)
    • Hashtable - Create a hashtable
    • Set Dummy_position_hash = (Last created hashtable)


because i just figured the hash would reset since ther is a new last created table.
i did what you said about chaging the spell model to see if its the image. what i just noticed since its a big effect is that the hashtables for dummy number 1 are working fine but the rest aren't...
 

Baltazhar

Active Member
Reaction score
55
I don't have any experience in hashtables at all - Haven't edited since the new patch.
I don't think I can help you any more concerning this, and hope that someone else with knowledge of this will give their thoughts.
 

squorpion

New Member
Reaction score
12
I don't have any experience in hashtables at all - Haven't edited since the new patch.
I don't think I can help you any more concerning this, and hope that someone else with knowledge of this will give their thoughts.

kk well thanks for trying +rep for all the trouble.

Anyone else have any ideas???
 
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